using XGame.Editor.Asset; using System; namespace XGame.Editor.Build { [BuildCommand((uint)BuildCommandPriority.BuildPostProcessor)] class CmdBuildPostProcessor : BaseBuildCommand, ICommandExecuter { public BuildErrorCode Execute() { try { var abOutputPathPath = PathDefine.AssetBundleOutputPath; if (System.IO.Directory.Exists(abOutputPathPath)) { // 把ab输出目录也删了 UnityEditor.FileUtil.DeleteFileOrDirectory(abOutputPathPath); } //打包完删除streamingAssetsPath if (System.IO.Directory.Exists(UnityEngine.Application.streamingAssetsPath)) { UnityEditor.FileUtil.DeleteFileOrDirectory(UnityEngine.Application.streamingAssetsPath); UnityEditor.AssetDatabase.Refresh(); } if (!Context.config.project.isSaveSpriteAtlas) { (new SpriteAtlasClearTask()).Run(); } } catch (Exception ex) { BuildLog.Exception(ex); } BuildLog.Log("CmdBuildPostProcessor Finish."); return BuildErrorCode.CmdCompleted; } } }